Second demoday update


Another 2 months have passed, i think I've made a decent amount of progress. Well, i guess it's hard not to make a lot of progress when the project is essentially only 2 months old.

The demo includes a basic enemy and the AI which I've been working on for the past 2 months. , but hopefully it's a big enough demo to be able to judge whether or not the gameplay  is headed in the right direction.

i'm still working with placeholder assets, so bear with me as i try to figure out the artstyle of the game.

There are too many changes to list but i'll give it a try;


-Enemy AI state machine

-Enemy animations (placeholder sprites)

-Enemy effects

-Spider egg

-Reimplemented hit detection

-Added automatic UI fading if nothing is happening

-Weapon display on pickups

-Status animations for enemy (target spotted, target lost, stunned)

-Reworked some player animations

-Implemented a host of effects that players and enemies can inflict on each other (damage, knockback, etc.)

-Added a new test level (no textures for now)

-Worked on the main shader of the game

-Added a variety of sounds

Files

BreakWeapons_Win_DD17_1.zip 12 MB
Nov 04, 2017
BreakWeapons_MAC_DD17_1.app.zip 15 MB
Nov 04, 2017
BreakWeapons_Linux_DD17_1.zip 17 MB
Nov 04, 2017

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